Install: Put file in gamedata/configs/creatures
AI can see further and notices you earlier.
Sneaking still possible to a certain point, when close only when enemies are looking in another direction.
Example: When sprinting to duty blockpost in Rostok coming from garbage as bandit, Duty only starts shooting once I am past the truck next to their barricade, essentially 5 meters from their face.
With these settings, they start shooting as soon as I cross the bridge. A good balance is being able to sneak reasonably close to enemies, but not so close that it feels stupid, and still being able to go around camps/move across map without being shot at from ridiculous distances. I tried those settings by moving towards various enemies and see when they react. Some of them are close to Misery 2.2 levels.
You can easily change the settings and experiment, just search the file for "visibility".
Settings I use and enjoy so far:
[stalker_vision_free]
min_view_distance = 0.6 ; min range of cone based on eye_range
max_view_distance = 1.0 ; max range of cone based on eye_range
visibility_threshold = 55 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0.02 ;Distance object is always considered visible (float)
time_quant = 0.0013 ;step increment to for sight calculations
decrease_value = 0.1 ;Decrease over time to overall threshold
velocity_factor = 1.1 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.7 ;Low value = easier to see at night
transparency_threshold = 0.82 ;Low value = easier to see through objects
still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
[stalker_vision_danger]
min_view_distance = 0.8 ; min range of cone based on eye_range
max_view_distance = 3.0 ; max range of cone based on eye_range
visibility_threshold = 33 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0.02 ;Distance object is always considered visible (float)
time_quant = 0.0010 ;step increment to for sight calculations
decrease_value = 0.0011 ;Decrease over time to overall threshold
velocity_factor = 1.1 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.6 ;Low value = easier to see at night
transparency_threshold = 0.5 ;Low value = easier to see through objects (if greater then 1 then enemies are blind)
still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
;---VISIBILITY--------------------------------------------------------
visi />visi />eye_fov = 140
eye_range = 250
far_plane_factor = 1.0 ; фактор дальности тумана
fog_density_factor = 0.05 ; фактор плотности тумана ; фактор плотности тумана
The Anomaly 1.05 update enhanced AI visibility settings, so this addon is less "needed" since the enemy does not seem completely blind anymore. However, these setting are still making AI detect you earlier and react sooner, leading to better fire fights, so I´ll keep the file up and continue to play with these settings.
Interesting, will try it sometime.
even though you say the AI was updated. Thanks for making this mod for us, And i ranked it as high, because it is a great change you did.
this was the first addon for Anomaly, it's like the first video on youtube
here to pay some respec
ples make comp for 1.5.1 k thx
respecc for first addon
respect for first addon
respect
Respect bro
I feel like I'm in a museum right now. Spine chillin' stuff
i really wish the ai view distance was more determined by the weapon they were using or engagement distance, sniper rifles just feel to powerful
unfortunately this mod is incompatible with death animations mod